Official 3E Netbook of Feats | decisions, decisions... ooh, "Manic Depressive"!
Welcome to the DnD Community Council's Netbook of Feats. This Netbook has been published as a community effort to increase the pool of feats available to player characters. This Netbook was designed in support of the D20 System environment.
As with any community project, there are several ideas, alternate rules, variants, feats, etc., that would never be approved or sanctioned by the official design team. This entire book is considered optional. You must seek out your DM's approval before attempting to assign any feat listed here to your character.
THE FEATS ==============
ACCURATE ATTACK [General, Melee] COPYRIGHT 2000, Brendan Quinn Allows you to improve your accuracy with a single weapon Prerequisites: Base attack bonus +3 or higher Benefit: Choose a single weapon of any type. When using this weapon, you may substitute your dexterity modifier in place of your strength modifier for the purpose of determining your ability based attack bonus. Special: This feat can be taken multiple times, each time it applies to a new weapon. This feat can also be taken as a fighter's bonus feat. Balance: 3.8 (Purp 2.8, Pow 4, Port 4, Comp 4.3, Rule 4) Comments: This is very much like the weapon finesse feat, but can be applied to a larger range of weapons. The prerequisite keeps it out of low-level hands.
ANYTHING GOES COMBAT [General, Melee] COPYRIGHT 2001, Anne Bernardo, Sigfried Trent In your hands almost anything is a dangerous weapon Prerequisites: Int 13+, Dex 13+ Benefits: You are the master of the improvised weapon. You treat any object, including weapons you are not proficient with, as a simple melee weapon using the stats listed in this feat instead of the stats usually used for that object or weapon. You may still use weapons you have proficiency with using the stats listed in the PHB. Determine the size of the object or weapon and use the stats listed here.
If the DM determines that there is no way the object in question could do regular damage it instead deals subdual damage. Additionally any object used as a weapon via this feat can deal subdual damage at your discretion without penalty Special: You may not take weapon feats applied to these weapons. For instance you cannot take (weapon focus anything goes combat) or (weapon focus beer mug). Notes: the Anime, Ranma one half and the antics of Jackie Chan inspired this feat. It represents to find a way of using almost any object as a combat weapon by being creative and talented in the arts of mayhem. Balance: 4.0 (Purp 5, Pow 4, Port 3, Comp 4, Rule 4)
ARCANE UNDERSTANDING [Special, Wizard] COPYRIGHT 2000, Bradley H. Bemis Jr. Allows a wizard to increase the number of spells learned automatically at each new level. Prerequisites: 5 or more ranks in Knowledge (Arcana), Intelligence modifier of +3 or greater Benefit: For each level gained, you can add a number of spells to your spellbook equal to your intelligence modifier. Normal: At each level, the wizard gains two spells of any level that can be added to his or her spellbook. Balance: 4.6 (Purp 4.6, Pow 4.3, Port 5, Comp 5, Rule 4.3) Comments: This feat is fair and well balanced. It is really only useful to wizards with an intelligence modifier of +3 or better, so that in itself is a limiting factor.
AREA CONTROL [Metamagic] COPYRIGHT 2001 Carl Cramér You can exactly control the spread of an area spell Benefit: When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected. Creatures in this space avoid the spell's effect. An Area Control spell uses up a spell slot two level higher than the spell's actual level. Balance: 4.4 (Purp 4.3, Pow 4.3, Port 4.6, Comp 4.3, Rule 4.3)
ARMORED CASTER [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You can reduce your chance of arcane spell failure when wearing armor Prerequisites: Armor Proficiency (with the category of armor worn), Dex 13+ Benefit: You can reduce your chance of arcane spell failure by 10%. Special: You may take this feat multiple times, each time gaining an additional 10% reduction. Balance: 4.5 (Purp 4.5, Pow 4.2, Port 4.2, Comp 5, Rule 5) Comments: This feat originally only granted a 5% reduction, but I was persuaded to make it 10% so that a wizard could wear leather armor without penalty. I determined that this was a reasonable request, but also noted that a wizard could take this feat 3 times and wear full plate without penalty. To reduce the chance of abuse, I added the prerequisite that the arcane caster must be proficient in the armor worn (requiring another feat for most arcane spellcasters). This makes more sense for both single classed characters and multi-classed characters (assuming a fighter mage would have a better idea of how to cast a spell in armor than a mage would).
BATTLE LEADER [General] COPYRIGHT 2000, Michael J. Kletch Your banner or standard inspires your followers and cohorts in battle Prerequisite: Cha 13+, Leadership Benefit: For this feat to have an effect, you must have a banner or standard that is recognizable to your followers and cohorts, and you must use this standard to urge, inspire or rally your troops. All cohorts and followers that can directly see you or your banner gain a +1 morale bonus to attack and on saving throws versus all fear effects.
BOOKWORM [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You seem to have a knack for locating information needed when performing research Benefit: Gain a +2 modifier to any research based activities conducted in a library or laboratory. Special: This feat stacks with all skill and research enhancements applicable Balance: 4.2 (Purp 3.5, Pow 4.2, Port 4.2, Comp 4.7, Rule 4.7) Comments: Another feat that is not terribly exciting, but of can be of great use to a research type.
CAMOUFLAGE [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Gain the effects of concealment even when there is none Prerequisites: 5 or more ranks in Hide, Knowledge of the terrain used Benefit: You are so good at camouflaging yourself, that you can increase your level of concealment after 5 rounds of preparation. When there is no concealment around you, you gain the effects of one-quarter concealment (10% miss chance). When in a concealed position, you are concealed as if the level of concealment was one place better. When using this feat, you must make a successful hide check against a DC of 15 at the beginning of the encounter (before the enemy sees you). The DC is adjusted by the DM for factors involved in your effort to camouflage yourself, such as your starting appearance/dress and the terrain involved. Your Hide check can also be adjusted by taking more time to prepare. Additional preparation time gains you a +1 modifier to your hide check for every additional 5 rounds of preparation past the required 5 rounds (to a maximum of +5). Each round that you attempt to take an action while camouflaged, your opponents can attempt a spot check. This spot check is an opposed check against the score of your hide result. Once spotted, you lose the benefit of this feat against your opponent for the remainder of the encounter. Balance: 3.5 (Purp 3.6, Pow 4, Port 4.6, Comp 3, Rule 2.3) Comments: There was a suggestion that this feat become a skill. I agree that I might remove it and make it one later, but for now, I want to leave it as a feat and see how it works.
CANNABALISTIC CASTING [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You can use your body to fuel magic once your spells have run out Benefit: You can cast a spell by using a number of constitution points equal to the level of the spell rather than using a spell slot (this feat assumes you have run out of slots). These lost points of constitution are considered ability score damage against your constitution score and are treated as such for all purposes. 0-level spells count as one spell level for the purpose of this feat. Special: Spellcasters that must prepare spells are limited to selecting spells previously prepared and cast that day. Balance: 4 (Purp 4.7, Pow 4.2, Port 4.2, Comp 3.5, Rule 3.4) Comments: Don't look at this like a spell point system, it only allows you to trade con points for spell slots. This is a pretty huge cost by comparison. Be careful about deciding if spellcasters can use this feat to power other metamagics with con points.
CANTRIP [General, Pseudo-Class] COPYRIGHT 2000, Bradley H. Bemis Jr. Allow anyone to use 0-level arcane spells Prerequisites: Intel 13+, Knowledge (Arcana) Benefit: Grants any individual the ability to know/understand up to their intelligence modifier's worth of cantrips (which they must locate/be trained in). The character can use his selection of cantrips by preparing (as a wizard) and using one per day. Anyone trying to cast a spell (even though it's just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of arcane magics. Special: This feat may be taken multiple times; however, no additional cantrips can ever be learned (past the individuals intelligence modifier). Each additional time this feat is taken, the caster may prepare one additional cantrip per day. The total maximum number of cantrips that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the casters intelligence modifier. Balance: 4 (Purp 4.5, Pow 4.5, Port 4.8, Comp 3.8, Rule 2.6) Comments: I added the pseudo-class type to this feat since it duplicates a class-based ability. Other than that, I think this is a useful feat that allows the spelunker to gain light once per day, or the farmer to gain mage hand once per day. It's about usefulness and learning a small bit of magic that can be useful in your daily life, it's not about becoming a mage.
CANTRIPTIFICATION [Special] COPYRIGHT 2001, Bradley H. Bemis Jr. You have mastered cantrips in a way that allows you to use them more freely Prerequisites: Caster level of 3 or greater, 5 or more ranks of Knowledge (arcana) Benefit: Instead of picking and choosing cantrips (o-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day. Balance: 4 (Purp 3.6, Pow 4.7, Port 4, Comp 4.7, Rule 3) Comments: This allows a wizard to use cantrips like a sorcerer. Cantrips don't allow much room for abuse, so this is a fairly balanced (and useful) feat for wizards.
CLEAVE ASUNDER [General] COPYRIGHT 2000, Michael J. Kletch Your Sunder attacks are usually more effective. You are trained in following through when you break an opponent's weapon or shield Prerequisite: Fracture, Cleave Benefit: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he or she holds. You can use this ability only once per round. Balance: 4.5 (Purp 5, Pow 4.3, Port 4.6, Comp 4.3, Rule 4.3)
COMBAT SURGE [General] COPYRIGHT 2000, Michael J. Kletch You can rush an action in combat at the cost of presenting opportunities to your opponents Prerequisite: Improved Initiative, base attack bonus of +2 or higher Benefit: On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your armor class until your next action. If you do so, you will gain +2 to your initiative for the remainder of this combat. The bonus begins on the next round. If the character takes the Refocus action, all bonuses gained from prior uses of this feat are lost. Normal: A character without this feat can only modify his or her initiative situation with the Refocus full round action. Balance: 3.4 (Purp 2.6, Pow 4, Port 4, Comp 3.3, Rule 3)
CAMPAIGNER [General] COPYRIGHT 2001, Sigfried Trent You can sleep in heavy armor and other unpleasant conditions without suffering from fatigue Benefits: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep. Notes: Players seem to like doing this so why not have a feat for it. It could work for the rugged soldier or a ranger sleeping in the rain. Balance: 4.6 (Purp 5, Pow 4, Port 4, Comp 5, Rule 5)
CONCERTED ATTACK [General, Melee] COPYRIGHT 2000, Bradley H. Bemis Jr. You are well trained in directing the efforts of others during a coordinated attack Prerequisites: Base attack +3 or better, Knowledge (Combat) Benefit: You can direct the efforts of your allies to gain an additional bonus to flanking efforts. When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll. Special: You must be able to effectively communicate with the other flanking members. Normal: Gain a +2 on your attack roll when flanking Balance: 4.4 (Purp 4.8, Pow 4.2, Port 5, Comp 3.8, Rule 4.2) Comments: This feat is designed to let a leader coordinate a better attack front against an opponent. By confusing the opponent and having the group work together under the direction of the leader, the flanking bonus increases. There is a similar feat already in the Sword and Fist, though it handles this situation a bit differently.
CONTROLLED BURST [Metamagic] COPYRIGHT 2001, Bradley H. Bemis Jr. You have greater control over burst spells Benefit: When casting burst-based area of effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher. Example: Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades. Balance: 5 (Purp 5, Pow 5, Port 5, Comp 5, Rule 5) Comments: Our first 5 ever! This is a very useful feat. I am now working on several control feats for various types of spell aiming.
CRAFT MAGIC TATOO [Item Creation] COPYRIGHT 2000, Bradley H. Bemis Jr. You can create magical tattoos that duplicate the effects of a single spell. Prerequisites: Spellcaster level 9+, 5 or more ranks in Craft (Artist) Benefit: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell as if it were a spell like ability. The base price for a tattoo of this nature is spell level x caster level x 400gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you AND THE RECIPIENT must each spend 1/25th of its base price in XP. The creator must also use up raw materials costing half of the base price. Special: The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). The act of casting remove curse only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes. Balance Rating: 4 (Purp 4, Pow 3.8, Port 4.6, Comp 4.2, Rule 3.5) Comments: There are several variants of this feat.
CROSS-CLASS LEARNING [General] COPYRIGHT 2000, Bradley H. Bemis Jr. You can learn a cross-class skill as if it were a class skill Benefit: You may choose a cross-class skill in which you have a certain knack. You may treat this skill as if it were a class skill. Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill. Comments: If a sorcerer can learn to use a greatsword by taking a simple feat, a fighter should be able to learn move silently with the same degree of difficulty. Balance: 4.4 (Purp 5, Pow 4, Port 4.6, Comp 4.2, Rule 4.2)
DEFENSIVE CASTING [General, Defense] COPYRIGHT 2000, Bradley H. Bemis Jr. You are well trained in the art of defensive casting Prerequisites: Dodge Benefit: This feat allows you to take 10 on your concentration check for casting defensively. Special: This feat can only be used when facing a single opponent in melee. Normal: You can avoid drawing an attack of opportunity when casting a spell while involved in combat. When casting defensively, you must make a concentration check with a DC of 15 + the spells level or the spell fails. Casting a spell in this fashion is a full round action. Balance: 4 (Purp 3.3, Pow 3.8, Port 5, Comp 3.8, Rule 4.4) Comments: This could be powerful if it allowed you to take 10 on your concentration checks... but all it really does is allow you to take 10 when checking to see if you draw an attack of opportunity while trying to cast a spell. Within that narrow focus, I believe this feat is balanced. Keep in mind that you must be facing a single foe and have the dodge feat. If you already have a high concentration skill, this feat is not recommended.
DEFENSIVE STANCE [General, Defense] COPYRIGHT 2000, Bradley H. Bemis Jr. Decrease the area around you from which you may be attacked Benefit: You are an alert combatant with a sixth sense about opponents. As long as you are mobile, you may decrease your face (PHB Table 8-7, pg 131) by one category. This will help limit the number of opponents that can attack you at one time. Example: A large (long) creature has a face of 5ft x 10ft. This feat would allow that creature to decrease it face to large (tall) instead, for 5ft x 5ft face. With a 5ft by 10ft face, this creature could have been attacked by up to 10 attackers. Now, without any cover or other restrictions that could limit the number of attackers, the creature can still decrease its face enough to reduce the number of attackers to a maximum of 8. Balance: 3.5 (Purp 2.3, Pow 3.6, Port 4, Comp 3.8, Rule 4) Comments: This is about being able to protect one additional face as if it wasn't there at all. By use of a weapon, appendage, items in the room or area, or just offsetting the opponents by making them run into each other, reducing their ability to use the space effectively, you are blocking one facing area so that it can't be used as an attack point. There was quite a bit of discussion about this one. This goes beyond the efforts a creature would normally make to defend itself.
DEFENSIVE STUDY [General, Defense] COPYRIGHT 2000, Bradley H. Bemis Jr. Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments. Prerequisites: 2 or more ranks of Sense Motive, Alertness Benefit: Grants you the ability to substitute your intelligence modifier for your dexterity modifier when calculating armor class against a single opponent. To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. During this period of study you are only able to take a partial action each round. Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent. Balance: 4.2 (Purp 4, Pow 3.8, Port 4.8, Comp 4, Rule 4.4) Comments: Given that only bards and rogues have Sense Motive as a class skill, you may find very few PC's interested in this feat. When it IS taken, it's unlikely to add more than 1 or 2 to your AC. This may seem better than dodge on the surface, but it has much more stringent requirements for its use.
DEFT LUNGE [General] COPYRIGHT 2000, Michael J. Kletch You are trained to take advantage of openings in an opponent's defenses Prerequisite: Expertise, Dex 13+ Benefit: When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action. The bonus to your attack roll will stack with any other bonus. Balance: 3.7 (Purp 3.3, Pow 3.6, Port 4, Comp 3.6, Rule 3.6)
DESTRUCTIVE FORCE [Metamagic] COPYRIGHT 2001, Bradley H. Bemis Jr. You can increase the damage limitations of certain spells Benefit: You can raise the damage cap of capped spells by two die (assuming you are of sufficient level to do so). A Destructive Force spell takes up a spell slot of one level higher. Notes: This feat can be used with any spell having a damage cap expressed in the spells description. A damage cap can be identified by a statement similar to "deals xdx points of x damage per caster level (maximum xdx)". Example: A fireball spell is capped at 10D6 (at 10th level). Using this feat, a 15th level caster could instead do up to 12d6 points of damage. Balance: 4.5 (Purp 4.5, Pow 4.5, Port 4.5, Comp 4.5, Rule 4.7) Comments: A little something extra.
DETERMINED SOUL [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Through your will alone, you can increase the amount of damage taken before dying Prerequisites: Iron Will Benefit: Add your wisdom bonus to the number of points of damage you can sustain before entering each category of the death and dying system. Example: You have an 18 Wis (+4 bonus). You become disabled at -4, unconscious (and dying) from -5 to -13, and are dead at -14. Balance: 3.7 (Purp 2.3, Pow 4.2, Port 4.6, Comp 3.4, Rule 4) Comments: This originally used Constitution, but now uses Wisdom to demonstrate a "force of will". Using Constitution, it is just like getting more bonus HPs for your con. Toughness was added to make the feat require more oomph, but was replace with iron will instead. There is almost no difference between having 3 more hit points and being able to lose 3 additional hit points before dying/bleeding. Therefore there is nothing different about this feat from Toughness except that it is based on your wisdom and you can only take it once.
DIVINE DOMINION [Special] COPYRIGHT 2001, Bradley H. Bemis Jr. Add one additional domain to your divine casting repertoire Prerequisites: 6 or more ranks in Knowledge (religion) Benefit: Select a third domain from your deities domain list. All spells within the new domain list are considered domain spells for you. Special: You do not gain the domain powers granted, you only gain the ability to use the domain spells listed as domain spells for your character. This feat is only usable by clerics and can only be taken once. Balance: 4.1 (Purp 4.2, Pow 4.7, Port 4, Comp 4, Rule 3.7) Comments: This feat was designed to give a cleric access to another domain from their deities domain list without giving them all of the extra abilities. All it means is that they can use the new domains domain list when selecting domain spell. This might seem underpowered at first, but when combined with Greater Divine Dominion, this feat is quite balanced.
DIVINE GIFT [General, Pseudo-Class] COPYRIGHT 2000, Bradley H. Bemis Jr. Allow anyone to use 0-level divine spells Prerequisites: Wisdom 13+, Knowledge (Religion) Benefit: Grants any individual the ability to know/understand up to their wisdom modifier's worth of orisons (0-level divine spells chosen from the character's deity). The character can use his selection of orisons by preparing and using one per day. Anyone trying to cast a spell (even though its just 0-level) must meet all of the requirements and suffer all of the penalties associated with the use of divine magics. Special: This feat may be taken multiple times; however, no additional orisons can ever be learned (past the individuals wisdom modifier). Each additional time this feat is taken, the caster may prepare one additional orison per day. The total maximum number of orisons that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster's wisdom modifier. Balance: 4 (Purp 4.5, Pow 4.5, Port 4.8, Comp 3.8, Rule 2.6) Comments: I added the pseudo-class type to this feat since it duplicates a class-based ability. Other than that, I think this is a useful feat. It's about usefulness and learning a small bit of magic through your beliefs that can be useful in your daily life, it's not about becoming a cleric.
EXPERT COWER [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Gain or better the effects of cover even when there is none Benefit: You are so good at cowering that you can make yourself a smaller target. When there is no cover around you, you gain the effects of one-quarter cover (+2 AC bonus, +1 save bonus). When in a covered area, you are covered as if the level of cover was one place better. While cowering, you are considered immobile and flat-footed. You can only take a partial action each round and this action cannot be a movement action (i.e. you could cower behind a rock and still fire a bow once per round, but you could not cower as you run from rock to rock). The act of finding a good spot and cowering (i.e. scrunching yourself up to gain the benefits of this feat) I, in itself, a full round action. Balance: 3.7 (Purp 3.6, Pow 3.4, Port 4, Comp 3.8, Rule 4) Comments: This is now a pretty limiting feat on par with many others in the PHB. If anything, it is more narrow than useful. I kind of think that this is almost more like a combat maneuver than an actual feat.
EXPERT HEALING [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You have a great knowledge of healing Prerequisites: 5 or more ranks of Heal Benefit: When attempting to heal a comrade after battle, you can attempt a heal check against a DC equal to the number of points of damage sustained during the encounter. A successful check allows you to heal 1d4 hit points of damage. Special: This feat can only be used once after each encounter where damage was suffered. The maximum amount of healing is always limited to damage sustained from fresh wounds only (not wounds from a previous encounter). Balance: 4.1 (Purp 4.3, Pow 4.3, Port 4.6, Comp 3.1, Rule 4.3) Comments: There is an added level of complexity involved in tracking damage and wounds, but it is minor.
FAST ITEM CREATION [Item Creation] COPYRIGHT 2001 Carl Cramér Spellcasters can create items faster Prerequisites: Ability to cast fourth level spells Benefit: You increase the daily rate at which you create magical items by 1000 gp. Normal: All spellcasters normally create items at the rate of 1000 gp per day. Special: This feat can be taken several times, and stacks with itself. Each time it is chosen, add 1000 gp to the value of magical items the character can create in a day. Thus, items take half the usual time with one feat's worth of Fast Item Creation, one-third the usual time with two, and so on. Balance: 4.4 (Purp 4.6, Pow 4.3, Port 4.6, Comp 4.3, Rule 3.6)
FAKE SPELL [General] COPYRIGHT, 2001 Carl Cramér You can mimic the casting of spells Prerequisite: Spellcraft Benefit: You say the words and make the gestures, but you just don't have the power needed to make the spell actually happen... it just looks like you do. You must have seen the spell you want to fake being cast several times in order to fake it. Anyone can see through your trickery with an opposed Spellcraft check. Special: Somebody who has readied an action to counterspell and who fails to see through your trickery will think you are about to cast the spell being faked. Notes: If the spell effect would have been unnoticeable (such as most divination spells) or you can fake the effects of the spell (perhaps through illusion, alchemical pyrotechnics or a willing accomplice), people watching you will believe the spell was real. Bluff, Perform, Alchemy and several other skills may be helpful in achieving this, but faking the spell effects themselves is outside the scope of this feat. Balance: 4 (Purp 4.8, Pow 4.1, Port 3.7, Comp 3.7, Rule 3.9) Comments: This feat has a lot of complexity issues that must be resolved by the DM, but once you get past that hurdle, this is a great feat for spellcasters... especially spellcasters that counterspell or those who like to draw out spellcasters that counterspell.
FAST MOVER [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You can move faster than normal Prerequisites: Dex 15+, Run Benefit: Add +5 to your base movement rate when wearing light armor or less.
Special: This feat can stack with other movement bonuses (such as the barbarian and monks abilities). This feat can be taken multiple times. Balance: 4.3 (Purp 4, Pow 4.5, Port 5, Comp 4.5, Rule 4)
FAVORED CLASS [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You can select one class not normally associate with your race and consider it a favored class Prerequisites: Multiclass character Benefit: When becoming a multi-class character you can select a class that is not normally favored by your race without suffering an experience reward penalty. Normal: You suffer an experience reward penalty for multi-classing outside of your favored class list. Special: This feat can only be taken one time. The choice of the non-racially favored class must be explained in the characters history or role-played within the group so that this feat makes sense for the character. Balance: 4 (Purp 4.1, Pow 2.8, Port 4.2, Comp 5, Rule 4.1) Comments: Something very similar exists in the Forgotten Realms conversion manual, but is limited to spell-user classes. This feat may be way overpowered in your campaign if you feel that favored class status is one of the defining characteristics of a race.
FEARSOME DISPLAY [General, Melee] COPYRIGHT 2000, Brendan Quinn You can use your impressive display of prowess to intimidate your opponents Prerequisites: Base attack bonus +6, Accurate Attack or Weapon Finesse with the weapon used, 5 or more ranks of Intimidate Benefit: As a full round action, you can add 1/2 of your base attack bonus to your intimidation check. Special: This ability is ineffective against those who can't comprehend your skill. Balance: 4.2 (Purp 3.8, Pow 4, Port 5, Comp 4.2, Rule 4.4) Comments: This feat allows you to flash your weapon about and truly intimidate your opponent. Just remember that it can be used against you too.
FIND FLAW [General] COPYRIGHT 2000, Bradley H. Bemis Jr. You have an expert understanding of structural integrity and how to reduce it Prerequisites: 5 or more ranks in Craft (within the items broad category type), Knowledge (Engineering) Benefit: There is a chance you can find a flaw in the design of an object and exploit that flaw to your benefit. You must study the item for at least three rounds before attempting to use this feat. During the period of study, you are only capable of taking a partial action each round. At the end of the study period you must make an intelligence check against the break DC of the item in question. You can add a +1 modifier to your check roll for each additional 3 rounds of study past the first 3 required rounds (to a maximum bonus of +5). If you succeed on the intelligence check, you have found a flaw in the object and can use this feat to exploit that flaw when trying to damage or destroy the object. When attempting to destroy an item that you have found a flaw in, the hardness of the object is effectively reduced by your Intelligence modifier. Balance: 4 (Purp 4, Pow 3.6, Port 4.4, Comp 3.8, Rule 4.2) Comments: I left engineering in the prerequisite because I think its important to know HOW things work in addition to how to make and use them. Just a personal thing I guess ;-) This feat is very specific and may even be considered underpowered unless you are a monk who likes to break weapons to face unarmed combatants.
FIERY RAGE [Special] COPYRIGHT 2001, Eric D. Harry Your Rage burns particularly hot and can be sustained longer than usual Prerequisites: Rage character class ability Benefit: You can rage for a number of rounds equal to 6 plus your rage-enhanced modified Constitution modifier. Normal: A fit of rage normally lasts a number of rounds equal to 3 plus the raging character's newly modified Constitution modifier. Balance: 4.7 (Purp 4.6, Pow 4.6, Port 4.6, Comp 4.6, Rule 4.6)
FIRE TO ICE [Metamagic] COPYRIGHT 2001, Eric D. Harry You are able to transform fire spells into cold spells. Prerequisites: Ability to cast Arcane or Divine spells with a fire based component Benefit: You may prepare and/or cast any fire-based spell as a cold spell with similar range, area of effect and damage. Casting a spell in this manner uses up a spell slot one level higher than the normal spell Special: It is blasphemous for a Divine spellcaster that follows a deity with access to the Fire domain to select this feat. Balance: 4.2 (Purp 4, Pow 4, Port 4.3, Comp 4.3, Rule 4.3)
FLASHY ATTACK [General, Melee] COPYRIGHT 2000, Brendan Quinn You are able to use an impressive display of prowess to catch your opponents off guard Prerequisites: Base attack bonus +6, Accurate Attack or Weapon Finesse with the weapon used Benefit: As a full round action, you can add your charisma modifier (in addition to all other modifiers) to your attack roll. Special: This attack can be taken multiple times, each time it applies to a new weapon. Fighters may take this as a bonus feat. Balance: 4.6 (Purp 4.2, Pow 4.8, Port 4.8, Comp 4.4, Rule 5) Comments: An excellent feat that allows you to surprise your opponent using flashy maneuvers.
FLURRY OF BLOWS [Pseudo-Class, Martial Style] COPYRIGHT 2000, Bradley H. Bemis Jr. Adapted from the Dungeons & Dragons( Third Edition Players Handbook Make one extra open hand attack per round at the expense of accuracy Prerequisites: Improved Unarmed Strike Benefit: Make one extra unarmed strike per round at your highest base attack. All attacks made this round suffer a -2 penalty. Special: This feat cannot be used in conjunction with any other feat that allows multiple attacks or with the virtual feat of the same name gained by a monk. Balance: 4 (Purp 2.6, Pow 4.8, Port 4.2, Comp 4.6, Rule 4) Comments: Yes, this feat duplicates the monk's ability, but it is solid and makes sense.
GIFTED LEARNER [General, Racial] COPYRIGHT 2000, Bradley H. Bemis Jr. You gain more skill points at each level Benefit: From this point on, you can add one additional skill point for each level you gain. Special: This feat can only be taken once. Humans cannot take this feat. Balance: 3.6 (Purp 3.8, Pow 3, Port 4.2, Comp 4.6, Rule 2.6) Comments: This gives you the same function as being a human for gaining skill points. It is tied to level (sort of), but not so much that it removes it from the feat category. Remember that you are still limited by max ranks. When compared to skill focus, skill focus is not impacted by max ranks. In game terms, this ability can be explained as a hunger for learning equal to that of a human.
GREATER DIVINE DOMINION [Special] COPYRIGHT 2001, Bradley H. Bemis Jr. Gain the domain powers from a divine dominion Prerequisites: Divine Dominion Benefit: You gain the domain powers from the domain selected using the Divine Domain feat. Special: This feat is only usable by clerics and can only be taken once. Balance: 4.2 (Purp 4.2, Pow 4.7, Port 4, Comp 4.2, Rule 4) Comments: It takes two feats to gain all of the powers of having added a third domain to your clerics repertoire. All in all, it is quite a balanced method when you consider that it can't be used for a 4th domain.
GREATER HELD CHARGE [Metamagic] COPYRIGHT 2000, Bradley H. Bemis Jr. You have mastered your body's ability to hold a magical charge Benefit: You can hold a charged touch spell and still cast a spell. The charge may not be released in the same round as the new spell has been cast, but you do maintain the charge. The number of times this feat can be used while a specific spell is charged is equal to the caster's constitution modifier. Once you have cast that many additional spells, if you cast another, the charged spell dissipates as normal. Spells cast using this feat take up a spell slot one level higher. Notes: Casting another touch spell will override this feat. You are only considered "armed" when you attempt to use the touch attack itself, otherwise, you will draw an attack of opportunity as normal. If you fail a concentration check while maintaining this charge, the charge will fail normally. Normal: If you are holding a spell charge for a touch attack and cast another spell, the spell charge for the touch spell dissipates. Balance: 4.1 (Purp 4.4, Pow 4.5, Port 4.2, Comp 3.6, Rule 4.2) Comments: Good feat that makes touch spells more useful to a spell caster.
HARDY BRAWLER [General, Melee] COPYRIGHT 2001, Bradley H. Bemis Jr. You really know how to take a punch Prerequisites: Toughness Benefit: You gain a subdual-based damage reduction equal to your constitution modifier. This only applies to subdual damage. Special: This feat cannot be used against magical weapons or attacks. Example: If you have a constitution modifier of +3, you can subtract the first three points of subdual damage from each subdual attack. If a punch only did 2 points of subdual damage, you would take no damage from the strike. If a punch did 5 points of subdual damage, you would only suffer 2 of those 5 points. Balance: 4.4 (Purp 3.6, Pow 4.2, Port 5, Comp 5, Rule 4.5) Comments: This feat lets you shrug of subdual damage based on your body's ability to take a solid hit. Kind of like a boxer. Makes me think of a good hindrance called "glass jaw".
HEROIC RECOVERY [General] COPYRIGHT 2000, Sigfried Trent You make miraculous (albeit slow) recoveries after being left for dead. Prerequisite: Con 13+ Benefit: When you fall below 0 hit points you do not continue to bleed (i.e. take 1 point of damage each round). This feat does not prevent you from dying when you have -10 hit points or less. Note: I wanted to simulate the "We left him for dead, but he came back and kicked our butts." shtick. Balance: 4.5 (Purp 4.6, Pow 4, Port 4.7, Comp 4.8, Rule 4.5) Comments: Left him for dead...
HOLE IN THE MIDDLE [Metamagic] COPYRIGHT 2001 Carl Cramér You can create a hole in an area spell to avoid being affected Benefit: When you cast an area spell in such a way that you are in the area affected, you can create a hole in the area around yourself to avoid being affected by your own spell. Anyone who occupies your square (for example grappling you or being small enough to fit between your feet or on your shoulder) is also unaffected. A Hole in the Middle spell uses up a spell slot one level higher than the spell's actual level. Balance: 4.4 (Purp 4.3, Pow 3.6, Port 5, Comp 4.6, Rule 4.3)
IMPROVED CASTER LEVEL [General] COPYRIGHT 2001, Carl Cramér You can compensate for a lack of focus in your magical development Prerequisite: Multiclass spellcaster Benefit: Your caster level in one spellcasting class is increased by one, but no higher than your character level. Special: This feat can be learned several times and stacks with itself. Notes: This means that a multiclass spellcaster can increase the power of his spells up to his character level. It does not allow you to learn, prepare, or cast more spells. Your caster level as a Paladin or Ranger (or any other class whose caster level is half the class level) cannot be improved past half your character level. Example: Yushu is a fifth level sorcerer. She advances in character level to six, and decides to advance as a rogue. She also acquires a new feat, and picks this one. Her caster level as a sorcerer is now sixth, so her fireball has range of 640' and does six dice of damage, but the number of spells she can cast and learn are still those of a fifth level sorcerer. Balance: 4.2 (Purp 4.6, Pow 4.3, Port 3.9, Comp 4.3, Rule 4.1) Comments: This is intended to make multiclassing more attractive for sorcerers and wizards whose spell effects are very much dependent on their caster level. Note that this feat can also be applied to divine spellcasting classes.
IMPROVED SUBDUE [General] Copyright Rebecca Glenn (Becky) You are skilled in making subdual attacks Benefit: When using a weapon that does normal damage for a subdual attack, you are not subject to the normal _4 penalty to hit. Normal: Characters striking to subdue with normal weapons do so at _4 to hit. Balance: 4.8 (Purp 4.3, Pow 5, Port 5, Comp 5, Rule 4.6)
LEARNING MASTERY [General] COPYRIGHT 2000, Bradley H. Bemis Jr. You can increase your max ranks allowable by 1 rank Benefit: You can raise your skill point limit by one point (i.e. class level +4). Special: You do not gain any skill points from this feat, you only get to increase you maximum limit. This affects both class and cross-class skills (cross-class skills are still based on 1/2 your max class skill ranks. This feat can only be taken once. Normal: You are limited to your level +3 for the number of ranks you may have in a skill. Balance: 3.6 (Purp 4, Pow 2, Port 4, Comp 4, Rule 4) Comments: This could be a powerful feat and off-balances some of the skill-based systems as far as certain class features are concerned.
LEARNING SACRIFICE [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Allows you to sacrifice a feat to gain a bonus number of skill points Benefit: Rather than learning a feat, you may add an additional number of skill points to you character's skill point pool. The number of skill points gained is equal to your intelligence modifier. Special: You are still restricted in the number of skill points you can have in any one skill (based on level). This feat may be taken multiple times. The number of points gained is based on intelligence at the time the Skill Learning feat is taken. Changes to intelligence after the fact do not impact the number of skill points gained. Balance: 4.2 (Purp 3.6, Pow 4.2, Port 4.4, Comp 4.4, Rule 4.4) Comments: Yes, another skill based feat, but focuses on a specific aspect.
LIFE LINE [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Your mental ability to overcome pain and suffering can help to save your life Benefit: When dying, your chance to stabilize is 10% for each point of your constitution modifier. Likewise, all recovery efforts, whether aided or unaided are also 10% for each point of your constitution modifier. Normal: The chance to stabilize is 10% Balance: 4.4 (Purp 4.4, Pow 3.8, Port 4.8, Comp 4.4, Rule 4.6) Comments: This is a very specific feat, but I could see it being of use for adventurers who are often loners and without support when out and about.
LINKED LEARNING [General] COPYRIGHT 2000, Bradley H. Bemis Jr. You have created a special relationship between two normally unrelated skills Prerequisite: 5 or more ranks in both skills to be linked Benefit: Choose any two skills, regardless of relationship and gain a +2 synergy bonus to one of them. This relationship should be established through the character's history, or a role-playing development. All links are based on the discretion of the DM and should make sense based on the story created. Special: This feat does not stack with skills that already have synergy bonuses. Balance: 4 (Purp 3.4, Pow 4, Port 3.6, Comp 4.8, Rule 4.2) Comments: This is a solid feat that allows someone to create a relationship between two abilities that are not normally related.
MAGIC SECRET [General] COPYRIGHT 2001 Carl Cramér Your magic is tied to a secret Benefit: Because all your magic is tied to a secret, those not knowing this secret find it harder to unravel your spells. The difficulty of any dispel check against your spells is 15 + your caster level instead of the normal 10 + caster level. See the dispel magic spell description on page 196 of the Player's Handbook for more on dispel checks. But the drawback is that anyone who knows your magical secret will automatically succeed in any dispel check against your magic. Special: The effects of the spells are not changed in any way. The feat affects all your spells from the moment you learn it; you cannot avoid using it Notes: A magical secret can be most anything, but it must be something that is possible to figure out. A secret name, your birthday, the name of your mentor or patron, the fact that you are of a strange race or parentage, your sex (or lack thereof), the true color of your hair; all are possible spell secrets. Anyone researching your background or making their knowledge skill roll about you will learn you have this feat, but not what your exact secret is. Balance: 3.7 (Purp 4.6, Pow 3.6, Port 3.3, Comp 3.6, Rule 3)
MAIN GAUCHE [General, Defense] COPYRIGHT 2001, Carl Cramér Defend with an off-hand weapon Prerequisite: Two-Weapon Fighting Benefits: If you are using a light off-hand weapon, or even holding a buckler, hat or rolled up cloak in your off hand, you can use your off-hand weapon to defend. It also works with a double weapon. You must make a full-round attack, and you are giving up all off-hand attacks for the round. This gives you a +4 bonus to Armor Class and a -2 penalty to attack. Special: If you use a buckler this way, you get no armor bonus from it. Notes: Main Gauche means simply 'left hand', but it is often applied to a left-hand parrying dagger and the fighting style that goes with it. The forerunner of modern fencing, it uses an off hand weapon to deflect attacks, but not to attack with. This feat represent the very earliest fencing styles, and is appropriate for an early renaissance campaign. Balance: 4.2 (Purp 5, Pow 4, Port 4, Comp 4, Rule 4)
MANIC DEPRESSIVE [General] COPYRIGHT 2001, Sigfried Trent You suffer violent mood swings Benefits: Each morning you must make a percentage roll to determine whether you are manic or depressed. If you roll above 50% you are manic and gain a +2 morale bonus to all saves and charisma for the rest of the day. If you roll below 50% you suffer a -2 penalty to all saves and charisma for the rest of the day. Notes: I know this simple mechanic doesn't handle the complexity of the condition and to properly play it the player should role-play the personality change the character undergoes. I don't think it's a great feat, and it is outside the scope of a typical feat, but it could be interesting to play. This feat should either be taken at character creation or in response to some traumatic life event. Balance: 3.2 (Purp 3, Pow 3, Port 3, Comp 4, Rule 3)
MIMICRY [General] COPYRIGHT 2001, Carl Cramér You can replicate almost any natural sound you have ever heard Prerequisite: Perform (with training as a mimic). Benefit: As a standard action, you can imitate almost any sound (footsteps, a door opening or closing, two persons fighting or the whoosh of a fireball). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect. Use the perform skill opposed by the audience's listen skill to be convincing. Special: You cannot make the sounds appear to come from somewhere else without additional abilities beside this feat. Normal: Any performer capable of mimicking can imitate voices and common animal sounds. Imitating speech patterns and mannerisms is covered under the disguise skill. Balance: 4.2 (Purp 3.8, Pow 4.6, Port 4.3, Comp 4.3, Rule 4.1) Comments: This feat takes you beyond the perform skill itself by allowing you to become a human beat box or the guy from police academy ;-)
MINDLESS EFFORT [Metamagic] COPYRIGHT 2000, Bradley H. Bemis Jr. You can continue to maintain a concentration spell for a limited time without concentrating on it Prerequisites: 10 or more ranks in Concentration Benefit: A concentration based spell cast using this feat can continue to function without concentration for a period of rounds equal to your primary ability modifier. If there is already a modifier to the duration of the spell once concentration has ceased, you may add your modifier to that duration. This spell takes up a spell slot one level higher. Balance: 4.6 (Purp 4.8, Pow 4.6, Port 4.8, Comp 4.4, Rule 4.6) Comments: This is especially fun for those illusionist types...
MINDS EYE [General] COPYRIGHT 2001, Bradley H. Bemis Jr. Gain an additional resistance to illusions and enchantments Prerequisites: Iron Will Benefit: Gain an additional +2 to will saves against the effects of illusions and enchantments. Special: This additional modifier stacks with Iron Will. Balance: 4.2 (Purp 3.2, Pow 4.5, Port 4.7, Comp 4.5, Rule 4.5) Comments: This feat was designed for those who are worried about suffering the effects of mind-altering spells and magic.
MONK WEAPON MASTERY [Special] COPYRIGHT 2001, Eric D. Harry Through dedication, training and hard work, a monk can master any weapon Prerequisites: Proficient with chosen weapon, Weapon Focus (chosen weapon), base attack bonus +6 or higher Benefit: Choose any single weapon that meets the above requirements. The monk can now use her more favorable unarmed attack bonus, including the improved number of attacks per round, when wielding that weapon and may incorporate use of that weapon with her flurry of blows ability. Normal: At first level, every monk has this ability with the kama, nunchaku & siangham. I also recommend allowing a Monk to wield a quarterstaff is a similar manner. Balance: 4.3 (Purp 4.6, Pow 4.6, Port 4.3, Comp 4, Rule 4)
NATURAL LEADER [General] COPYRIGHT 2000, Bradley H. Bemis Jr. You are adept at leading organized efforts Benefit: When organizing a cooperative effort, each helper can add the leader's Charisma bonus to their individual check rolls. Example: A group of 3 heroes is attempting to move a heavy boulder. This requires a strength check against DC 10 for the two helpers. If they make it, the leader gains a +2 circumstance bonus. The leader must then make his strength check. Using this feat, the leader can generate a morale based check bonus for the helpers and add his charisma modifier to their check rolls. Balance: 4.5 (Purp 5, Pow 4, Port 5, Comp 4, Rule 4.4) Comments: Easier to understand with an example. I also changed around the various aspects of the feat itself to make more sense. It should be pretty solid now. This is not the same thing as the Leadership feat.
OPPORTUNITY COUNTERSPELL [General] COPYRIGHT 2001, Carl Cramér You can cast counterspells in lieu of making an opportunity attack Prerequisite: Quicken Spell, Spellcraft skill Benefit: You get one free ready action each round that you can only use for counterspelling. If you use this ready action, you do not get any attacks of opportunity for the round, but your initiative does not change as it does from a normal ready action. Special: You cannot use this feat to cast extra spells for effect; it only allows counterspelling of an opponent's spells. Notes: Your casting of the counterspell may trigger an opportunity attack in the normal fashion. You cannot use this feat to cast extra spells for effect; it only allows counterspelling of an opponent's spells. See Player's Handbook, page 152, for more information on counterspells. Balance: 3.9 (Purp 4, Pow 3, Port 4, Comp 4.5, Rule 4)
PACK ATTACK [General, Melee] COPYRIGHT (c) 2001 Carl Cramér You are trained to coordinate with others to bring down powerful enemies Benefit: If others are flanking your opponent, you are considered to be flanking that opponent also, and get all the normal benefits of flanking. Normal: You must be one of the attackers that cause the target to become flanked to receive a flanking bonus. Balance: 4.6 (Purp 5, Pow 4.3, Port 4.6, Comp 4.3, Rule 4.6 )
PACK MULE [General] COPYRIGHT 2000, Bradley H. Bemis Jr. Benefit: You can carry weight (encumbrance) as if your Strength were two points higher. Balance: 4.9 (Purp 5, Pow 4.6, Port 5, Comp 5, Rule 5) Comments: Folks can now carry just a wee bit more by knowing how to balance a pack.
PACK RAT [General] COPYRIGHT 2001, Bradley H. Bemis Jr. You tend to find things you don't remember having Benefit: There is a slim chance that you may have any small (2 lbs or less) non-magical, standard item on your person or in your pack. The chance to find such an item is an intelligence check against a DC of 15 + the GP cost of the item (all items are considered to cost at least one GP for the purpose of this feat). This feat can only be attempted once for any item sought until after you have returned to a town area for supplies. Notes: This feat cannot be used to find extra money, or saleable items. You can only find one item of any item in this fashion (until you have a chance to restock in town). It is simply your tendency to absent-mindedly stick small things here and there without paying attention.
built by unclefester | sternzwischen | updated 14-05-29 23:15:25